You know, I know Stellaris has mentioned it'd delve into federations, but I'd love it if there were multiple positions of responsibility within the federation that member governments can jockey for instead of just "President." Instead of just the one "winner-takes-all" position of power that acts as an upgraded form of the government you're already in charge of while everyone else is reduced to helpless vassals, spread the power around so that different posts can be held by different governments with wildly varying priorities. I want to see constant jockeying and friendly competition between allies as they seek the positions of power that matter most to them. I want to see ramshackle, bickering federations constantly working at cross-purposes where it takes a whole lot of effort to ensure that everyone is pointed in the same direction instead of just working for their own personal benefit - with perhaps the option of trying to concentrate power in the hands of one particular government at a cost in efficiency and loyalty.

One of the things that bug me most about "diplomatic" wins in 4X strategy games is that in most such games, allies are boring. You sign one treaty and then the only real interaction you ever have with your allies beyond that is maybe the occasional subsidy or trade and hoping that they'll answer your call to arms. A scenario where you constantly have things to do with - or to - your allies would help make diplomacy a lot more interesting than just throwing money at them until they're happy, and competing for positions within a greater governmental framework sounds like just the sort of thing that might work.

Who is on the left? The Guy on the right is the Communist leader of Norway, but that other guy looks nothing like Molotov or Litvinov, so either not the foreign minister, or the Soviet AI appointed someone else.

You just wait until tomorrow when 3/4 of the forum including me will be complaining about not getting into the beta.

I really don't get why people complain about this stuff though. It seems like even from a realism stance this makes more sense; the supply lines are much more accurate and understandable. The lines themselves functioning in a way that makes sense is way more important than whether it's tinned cod or pixie dust that's actually on the boats.

Supplies moving from province to province is more accurate and understandable it's just specifics in HoI3/AoD were a bit of a pain

Paradox is abstracting some of the distinct types of resources into a more general resource called "supplies" so you the game doesn't model e.g. infantry trying to fire diesel cans instead of bullets. All versimilitude is lost. A mad dog is attacking the polis; it shall face my knife.

I thought they were removing supplies and having a supply cap like EU4, but for regions rather than provinces

The very sight of him was enough to make Bush, who had already had one drink from the well, feel consumed with thirst all over again.

Will there be some equivalent of monarch points to slow down your expansion or is it just energy/food/industry? I'd assume Paradox will continue with the philosophy they've been showing in EU4 and HOI4. Maybe unlocking new slots to build on will cost these points, and then you get to build on them with industry etc.

RTW and M2TW had that system if you ticked a box, and surprise surprise nobody played with it, because the AI would do stupid poo poo in all your other cities.

Those games had some good UI that let you zoom in on the cities that needed your attention so the AI was definitely not needed. Messages when cities had finished construction or grown enough to be expanded, and lists with icons where cities were idle.

The very sight of him was enough to make Bush, who had already had one drink from the well, feel consumed with thirst all over again.

Well civil wars would be between two ideologies (ex. Democracy vs. Communism, Democracy vs. Fascism, Fascism vs. Communism) so I would likely choose fascists over democracy, and democracy over communism.

As far as we know, any FTL travel is pretty much fantasy, not sf. If so, then colonizing the stars will be a slow, plodding affair and communication will be lightspeed only. Would make for a boring game though, unless Vernor Vinge directed it.

I'd rather games have communications and travel faster than reality than slower! Ever try sailing a fleet across the Mediterranean in a Total War game? A month long voyage can take decades!